uniform sampler2D tex;
varying float alpha;

varying float colorVar;

void main() {
  vec4 TexColor = texture2D(tex,gl_TexCoord[0].st);


  if(TexColor.a == 0){
	discard;
  }

  TexColor.g *= colorVar;
  gl_FragColor = TexColor * (TexColor.a * alpha);
}